Commit Graph

57 Commits

Author SHA1 Message Date
Peter Sauerbrei
ae83bee365 UE-19835 - fix for being able to stage the same file to multiple places
#uat

[CL 2683233 by Peter Sauerbrei in Main branch]
2015-09-08 12:48:02 -04:00
Ben Marsh
3d6c0e0a81 Convert target receipts to JSON, so they can be read early at startup like version manifests, and unify the way that target receipts and version manifests are loaded and saved.
[CL 2669100 by Ben Marsh in Main branch]
2015-08-26 08:25:10 -04:00
Mark Satterthwaite
9a6e062dfc Correct case for Mac .dSYM in AutomationTool as well.
[CL 2663009 by Mark Satterthwaite in Main branch]
2015-08-20 13:21:39 -04:00
Ben Marsh
47c58ec57c Rename the ErrorCodes enum to ExitCode, and ErrorCodes.Error_Success to ExitCode.Success.
[CL 2662478 by Ben Marsh in Main branch]
2015-08-20 08:38:09 -04:00
Ben Marsh
08a11f1fc9 Move RequireFilesToExist out of target receipts; it's just internal state for UAT, and doesn't belong there.
[CL 2661231 by Ben Marsh in Main branch]
2015-08-19 13:35:56 -04:00
Bob Tellez
68db7855bc [AUTOMERGE]
#UE4 Fix to properly pass through extension wildcards when staging debug files, not just the extension.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2659601 by Bob.Tellez on 2015/08/18 13:44:18.

[CL 2660027 by Bob Tellez in Main branch]
2015-08-18 17:14:56 -04:00
Bob Tellez
372a8c5232 [AUTOMERGE]
#UE4 dsym files are now staged as DebugNonUFS files so they are excluded from chunking just like pdbs in windows

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2659582 by Bob.Tellez on 2015/08/18 13:37:14.

[CL 2660025 by Bob Tellez in Main branch]
2015-08-18 17:14:41 -04:00
Bob Tellez
ad8874b794 [AUTOMERGE]
Creating an app bundle when archiving for mac is now optional.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2637748 by Bob.Tellez on 2015/07/29 17:46:21.

[CL 2637750 by Bob Tellez in Main branch]
2015-07-29 17:47:13 -04:00
Peter Sauerbrei
1c817c4f7f UE-19136 - fix for trying to sign a mac build when staging on PC
#uat

[CL 2633862 by Peter Sauerbrei in Main branch]
2015-07-27 10:52:52 -04:00
Michael Trepka
d7c5e90831 Merging CL 2632258 - Mac codesign fixes
[CL 2632260 by Michael Trepka in Main branch]
2015-07-24 10:59:55 -04:00
Ben Marsh
dd08437233 Rename BuildReceipt to TargetReceipt, to clarify its purpose.
[CL 2629145 by Ben Marsh in Main branch]
2015-07-22 13:10:12 -04:00
Peter Sauerbrei
5cee0d063a UE-18919 - fix for signing issues on Mac
#uat

[CL 2627724 by Peter Sauerbrei in Main branch]
2015-07-21 13:42:15 -04:00
Peter Sauerbrei
e8d08e52fd UEB-117 - Move secure signing to the platforms
#codereview ben.marsh

[CL 2616956 by Peter Sauerbrei in Main branch]
2015-07-10 14:06:52 -04:00
Wes Hunt
7fa290bb33 Summary: running UAT from VS is simpler and faster.
UEB-261 - Ensure that compiling AutomationTool in VS will compile all other Automation Projects
* Just set AutomationTool as your startup project and pass the command to execute.
* VS will build the script modules at build time, instead of every time at runtime.
* To make this happen, "UBT.exe -ProjectFiles" now generates a companion AutomationTool.csproj.References that make AutomationTool depend on all Automation modules.
* AutomationTool.exe defaults to not building script modules at runtime. Pass -compile if you want to dynamically build them.
* Without the .references file, AutomationTool will only build itself and you will need to pass -compile.
* RunUAT.bat still works that same, defaulting to runtime compilation and supporting -nocompile flag. It then passes -compile (or nothing) to AutomationTool.

Other
* All Automation projects target .Net 4.5. Some already were and had hard dependencies on them (Rocket and SyncGithub -> Octokit). Now that AutomationTool directly depends on them, everything had to use .Net 4.5.
* Decoupled logic for -NoCompile and -NoCompileEditor. The flags are still confusing, but -NoCompile is no longer linked to -NoCompileEditor.
* Had to leave in stub support in UAT for -NoCompile else RunUAT.bat passes it along and UAT complains that it doesn't understand it.
* Added a CommandUtils.Run option to support run command, but still output the run duration.
* Reduced the verbosity when UAT.proj is run from dozens of lines per module to a single Module -> Output line. It was looking like there were problems, but it was just msbuild spew.
#codereview:ben.marsh

[CL 2615060 by Wes Hunt in Main branch]
2015-07-09 10:15:37 -04:00
Wes Hunt
506f7e64a4 UEB-260 - Break AutomationTool into AutomationUtils that all automation projects depend on, and AutomationTool, which essentially only contains the startup code.
* Remove ErrorReporter.Error, replace with AutomationException with Error Code.
* Move ErrorCodes to AutomationException.
* Don't return exit codes. Solely rely on exceptions to propagate exit codes.
* Remove MainProc delegate
* Remove setting of Environment.ExitCode as it is ignored when main returns an int.
* ShutdownLogging is nothrow, as all exceptions would be ignored anyway.
* Wrap all shutdown steps so further ones get a chance to run.
* Move HostPlatform.Initialize into the global try/catch block
#codereview:ben.marsh

[CL 2605826 by Wes Hunt in Main branch]
2015-06-30 11:40:05 -04:00
Michael Trepka
cb5e87e582 Copy version number and copyright text from game's Info.plist when staging Mac bootstrap app
[CL 2602851 by Michael Trepka in Main branch]
2015-06-26 16:11:58 -04:00
Michael Trepka
39d39d44df Always create both GameName/Binaries/Mac and Engine/Binaries/Mac when packaging a Mac game
[CL 2602737 by Michael Trepka in Main branch]
2015-06-26 15:17:37 -04:00
Michael Trepka
6546bde187 Do not stage UE4CommandLine.txt on Mac
[CL 2602656 by Michael Trepka in Main branch]
2015-06-26 14:36:25 -04:00
Michael Trepka
ff6db197ec Added staging of bootstrap app on Mac
#codereview Josh.Adams

[CL 2601183 by Michael Trepka in Main branch]
2015-06-25 16:18:50 -04:00
Michael Trepka
e7e00ade04 Mac staging fixes
[CL 2585798 by Michael Trepka in Main branch]
2015-06-12 11:26:33 -04:00
Josh Adams
9fd07ce722 - Made some changes to allow receipt based packaging to work with the Desktop platform. One hacky bit remains that I have entered a JIRA for [UE-14120]
#codereview ben.marsh

[CL 2519643 by Josh Adams in Main branch]
2015-04-21 14:25:42 -04:00
Eric Newman
b136bcabca Looking into alternate solutions for mac packaging
Back out changelist 2514643

[CL 2514693 by Eric Newman in Main branch]
2015-04-16 14:27:20 -04:00
Eric Newman
052a09e093 Mac packaging no longer moves and renames the primary .app to the top level
OPP-2548
Merging //depot/UE4-Fortnite/Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs to //depot/UE4/Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs
#codereview michael.trepka,josh.adams

[CL 2514643 by Eric Newman in Main branch]
2015-04-16 14:03:54 -04:00
Josh Adams
86f2e08a55 - Added support for DesktopPlatform to package content and executables together (editor's File | Package)
- This is a first pass
  - Mac uses data outside the .app so that there's only one copy of the content. This should get a bootstrap executable like Windows has
  - Only tested on Mac so far, although it doesn't handle D3D11 shaders, or some of the icon updating for the bootstrap working
- Added Desktop platform icons

[CL 2505866 by Josh Adams in Main branch]
2015-04-08 16:59:20 -04:00
Peter Knepley
341828cb71 Merging 2501807 mac staging fixes
//depot/UE4-UT/...

to //depot/UE4/...

[CL 2501817 by Peter Knepley in Main branch]
2015-04-03 18:35:07 -04:00